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Ulrich Kortenkamp; Silke Ladel; Kevin Larkin – Digital Experiences in Mathematics Education, 2025
In this article, we investigate the effects of the app "Fingu" on a child's understanding of the part-whole concept. Using the Artifact Centric Activity Theory framework, we initially analyse the internalisation and externalisation processes that appear to occur during one child's use of the app. Based on the learning from this process,…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Mathematical Concepts, Educational Games
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Sylviane Valdois; Ahmed Zaher; Svetlana Meyer; Julien Diard; Sonia Mandin; Marie Line Bosse – Reading Research Quarterly, 2025
Longitudinal studies on mainstream children and training studies in the dyslexic population suggest that visual attention span (VAS) abilities contribute to reading acquisition. We evaluated to what extent VAS training in beginning readers might enhance later literacy skills. A large cohort of 453 children was followed from the beginning to the…
Descriptors: Attention Span, Visual Aids, Game Based Learning, Intervention
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Ahmet Bilal Özbek; Minna Torppa – Education and Information Technologies, 2025
Early literacy skills are critical for reading success, and the potential effectiveness of technology-based interventions in supporting these skills has been highlighted in previous research. This study aims to develop a comprehensive early literacy support mobile app for children at risk of reading difficulties. The research was conducted…
Descriptors: Computer Oriented Programs, Handheld Devices, Emergent Literacy, Special Needs Students